- 951
- Virgin Islands US
they actually did for 2 months i believe. I'm not sure if the tracks will ever be ported however.Did they ever stop?
I'm more interested in some GT Sport tracks, TBH. This seems to be going nowhere.
they actually did for 2 months i believe. I'm not sure if the tracks will ever be ported however.Did they ever stop?
I'm more interested in some GT Sport tracks, TBH. This seems to be going nowhere.
some good news, GT Sport cars are being ripped again!
and the r34 is one of them i wish esprit ported the skyline since the one in ac is not stock.
http://gamemodels.ru/files/category/1051-gran-turismo-sport/
It would be pretty decent to have more Gr3 cars in AC...some good news, GT Sport cars are being ripped again!
and the r34 is one of them i wish esprit ported the skyline since the one in ac is not stock.
http://gamemodels.ru/files/category/1051-gran-turismo-sport/
True but I was looking at some of those GTPSP models and I want some Pescarolos!It would be pretty decent to have more Gr3 cars in AC...
sadly esprit only does Japanese cars for now. A lot of people asked him to port some European exotics but he said only Japanese cars for now.True but I was looking at some of those GTPSP models and I want some Pescarolos!
well that sucks for sure but I bet there is someone out there or here even who would take up such a challenge as a 2000s LMP1sadly esprit only does Japanese cars for now. A lot of people asked him to port some European exotics but he said only Japanese cars for now.
It’s just not moving?
We need more GT300 and GT500 cars... In particulary the former cause for GT500 we have the pretty good mod by chivas autoart and the URD Nissansadly esprit only does Japanese cars for now. A lot of people asked him to port some European exotics but he said only Japanese cars for now.
Motion definitely helps to fool the inner ear but I can race with and without my motion platform with the same non-nauseous result. I think i'm one of the lucky ones who found it very easy to adapt to VR (I never get sick on planes, trains, boats or as a passenger in cars) but I know it can be a big issue for a lot of people.Here's my take on VR v flat life.
I've used the Vive for a dozen hours or so, I've used a single 24" flat panel, and triple 24" flat panels. Currently I'm using the triple monitors over VR for a few reasons. Motion sickness is the main reason. The first few experiences in VR only lasted 20-30 minutes and were difficult to recover from, with days between sessions. As I got more comfortable in VR I could race for an hour before feeling fatigued. Immersion is second to none in VR, the feel of a cramped versus open cockpit is real. Sliding out of control and into a barrier or wall is real. Every Code Brown moment you have is real. But without a little gee force to go with the visuals, my brain can't do it.
Using VR and fooling my brain so easily unfortunately shortens my play time. Therefore three monitors are my best option. Yes, the screen door effect is present in VR but I didn't find it too distracting. Only using the Vive for an hour at a time, sweat really wasn't an issue either. Wearing the HMD was comfortable and never felt heavy. I really enjoyed VR, so much that it makes me sick. Maybe one day, when I'm rich, I'll get a motion platform and try again. Until then, I'll be on the outside looking in.
Does this work OK for everyone? I've seen a few reports that it's a little busted.From nptc364 on the shader patch discord:
NEW! Potrero De Los Funes "Beyond Pi-trero" V4! Download it here:
http://www.mediafire.com/file/739f4j2jic3spdu/rerov4.rar/file
- added new water shader
- brightened all materials
- added some noise to physical track mesh
- added distant emissives for that cool misty atmosphere
looking good so farView attachment 839507 View attachment 839508
Nissan R35 RR3 edition.
EDIT: sorry for not making the fxxk Evo. the reason why i didn't make it due to the chassis base, the fxxk are more shorter then the fxxk evo. the evo one are little bit more longerl, but im not giving up yet.
Now this has peaked my interest, I wouldn't mind making some skins for it to launch withView attachment 839507 View attachment 839508
Nissan R35 RR3 edition.
EDIT: sorry for not making the fxxk Evo. the reason why i didn't make it due to the chassis base, the fxxk are more shorter then the fxxk evo. the evo one are little bit more longerl, but im not giving up yet.
peterboese Today to 13:16
Sol 1.3 beta 4 Please read the guide https://www.dropbox.com/s/tp09hyo5jntplig/Sol 1_3 installation and new features.pdf?dl=0 Mediafire: http://www.mediafire.com/file/eg0tfviqkkj1zsu/Sol_1.3_beta_4.7z/file Dropbox: https://www.dropbox.com/s/8x8c2gnpfat02y1/Sol 1.3 beta 4.7z?dl=0
- core: found a major bug with the sky shader and had to readjust all weather bases
- core: new blue sky booster, now a non linear function based on LUTs
0% original sky shader
50% adding light blue, medium saturation
100% adding blue, strong saturation
150% adding light purple, high brightness, light saturation
200% adding purple, strong saturation
- core: adjusted fog<->smog behavoir
- core: adjusted horizont fog setting
- core: "wfx_WET" output now working
- core: moon creates ambient ligth, adjustable with "nerd__moon_adjust.ambient_ratio"
- clouds: tweaked textures and parameters for more volumetric look
- clouds: no godrays with moon to prevent graphic glitches
- clouds: fixed too bright clouds with ta_exp_fix
- clouds: fixed brightness jump in twilight, when moon crosses 0° elevation
- weather base "clear": using more of the sky shader while day, adjusted temperature behavoir
- weather: bad weather are a little bit brighter
- config: new parameter in nerd option "moon" -> "ambient ratio"
- config: still have to find a default value for "sky__blue_booster" - now it is 125%
- PPFilter "__Sol_ACC": fixed a bug which prevents correct switching of PPFilter ingame
- PPFilter "__Sol", __Sol_ACC" and "__Sol_HC": safe values for goodrays to prevent graphic glitches with "ppfilter_modifies_godrays = false"
- custom config "__Sol_ACC": adapted sepia<->saturation shift to new style
I've assembeld a mixed field of GT3 (Kunos and mods) to test it, and funny enough, the replay on TV cam has the "toy submachine gun" sound that haunted you a while ago, that I've never noticed before. Granted, I did not individually test all the GT3 mods I downloaded lately, so I will need to take some time to try to spot which one may be causing this.Does this work OK for everyone? I've seen a few reports that it's a little busted.
when this comes out someone has to get iti wonder how RTM will make the wing work?
View attachment 839529
when this comes out someone has to get it
By chance, do you still have the links? Thank you!!!Here you go.
I was looking at the model for that and thought "I wonder if someone will make a mod of that car" and later today I read this. Unfortunately it's from the worst modders in Assetto Corsa.i wonder how RTM will make the wing work?
View attachment 839529
peterboese Today to 13:16
Sol 1.3 beta 4 Please read the guide https://www.dropbox.com/s/tp09hyo5jntplig/Sol 1_3 installation and new features.pdf?dl=0 Mediafire: http://www.mediafire.com/file/eg0tfviqkkj1zsu/Sol_1.3_beta_4.7z/file Dropbox: https://www.dropbox.com/s/8x8c2gnpfat02y1/Sol 1.3 beta 4.7z?dl=0
- core: found a major bug with the sky shader and had to readjust all weather bases
- core: new blue sky booster, now a non linear function based on LUTs
0% original sky shader
50% adding light blue, medium saturation
100% adding blue, strong saturation
150% adding light purple, high brightness, light saturation
200% adding purple, strong saturation
- core: adjusted fog<->smog behavoir
- core: adjusted horizont fog setting
- core: "wfx_WET" output now working
- core: moon creates ambient ligth, adjustable with "nerd__moon_adjust.ambient_ratio"
- clouds: tweaked textures and parameters for more volumetric look
- clouds: no godrays with moon to prevent graphic glitches
- clouds: fixed too bright clouds with ta_exp_fix
- clouds: fixed brightness jump in twilight, when moon crosses 0° elevation
- weather base "clear": using more of the sky shader while day, adjusted temperature behavoir
- weather: bad weather are a little bit brighter
- config: new parameter in nerd option "moon" -> "ambient ratio"
- config: still have to find a default value for "sky__blue_booster" - now it is 125%
- PPFilter "__Sol_ACC": fixed a bug which prevents correct switching of PPFilter ingame
- PPFilter "__Sol", __Sol_ACC" and "__Sol_HC": safe values for goodrays to prevent graphic glitches with "ppfilter_modifies_godrays = false"
- custom config "__Sol_ACC": adapted sepia<->saturation shift to new style
I've found it: the BMW_M6_GT3_fix_V1.2_by_delpinsky.7z is causing the weird sound, except in its own cockpit.I've assembeld a mixed field of GT3 (Kunos and mods) to test it, and funny enough, the replay on TV cam has the "toy submachine gun" sound that haunted you a while ago, that I've never noticed before. Granted, I did not individually test all the GT3 mods I downloaded lately, so I will need to take some time to try to spot which one may be causing this.
This. Ivew been waiting on someone to make the Prius, Evora, and brz gt300 cars. inb4 someone says there is already a brz mod. not the same car, completely different bodywork and everythingWe need more GT300 and GT500 cars... In particulary the former cause for GT500 we have the pretty good mod by chivas autoart and the URD Nissan
I've been using CSP and Sol for a ages, but today decided to refresh my install by deleting everything except the Cars and Tracks folders then verified integrity of game files. I'd forgotten how nice vanilla AC looks, expect for the skyboxes maybe.
Will be reinstalling CSP and Sol soon but I had a strange graphical issue with Sol lately so for now Im just going to focus on driving on track rather than constantly fuss with these mods ha